sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

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Posted

Hi folks,

 

I needed a character that I can compete with in animation competitions. So, I decided to build one with the goal of making it as universal as possible and, with David's help, will have the awesome rig used in TWO.

 

I started with the head first. That's how I always start my drawings. Linguini, of Pixar's Ratatouille, is my inspiration. I'm following two DVD tutorials, relying heavily on Barry Zundel's (Bizzle) character modeling Disc 1, and augmnted with hints from William Sutton's Modeling a Gorilla tutorial.

 

Your critiques and insights are most welcome.

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Posted

great looking character - just the right amount of pathos - looks like he would be fun to make fun of.

 

I am no modeler - but I suspect you might want an extra ring of splines around his mouth, and you probably want to get rid of that 3 cp patch around his nose corner.

 

(Hoping the more expert modelers will set me straight)

Posted

Nice model! Yeah, another spline ring around lips and probably eyes too. Make sure there's a spline ring close to the lips on the inside of the mouth too for those Ooo sounds. That cp with 3 splines coming out of it (naughty).....the discontinuous spline should probably continue up to join up with a spline coming out of the eye. The spline you replace could go over the nose bridge.

 

Finally, maybe abit more chin/jaw? It might be hard to get his mouth opend wide otherwise.

 

PS Also, you probably would need another spline between the eye and nose. Without it, the nose will turn to mush when he blinks.

Posted

Dhar:

 

You've been around for so long, I would never have guessed that this would be your first model. Very nice indeed! If this is your start, I can't wait to see your finish.

Posted

Thanks for the great feed back guys. I tweaked the splinage. I don't know how I missed them.

 

Yeah, this is my first character model. I modeled simple stuff in the past, but this is my first serious modeling. Like they say; need is the mother of invention :)

 

On to the body.

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Posted

Wonderful!

Definitely needs a smile crease spline though.

Will you just paint in the nostrils?

I like the chin small, it gives him a sort of Barney Fife caricature look.

 

How about a turnaround to look at.

Posted

OK now I believe it's your first model....you've a few dead end splines in there...above the eyes and corners of the mouth.

Posted

Nice model so far Dhar.

 

To add to what the others have said, the hook near the lower lip (the whole spline) could probably be removed. I don't see any purpose for it, though I can't see where it goes.

Posted

Which splines are you referring to Ken, Mark? Would you please post a pic with instructions?

 

Dan, my intention for this model is for character animation practice. Nostrils, hair, textures, clothing etc.. are not detremental to the mechanics of character animation. If this turns out alright I'll donate it to the community and it'll be up to the individual to add nostrils, hair etc.. :)

 

Here's a turnaround

Gumbo_Rotate.mov

Posted
Thanks Mark. That turned out well. It also showed me how much more tweking was still left to do :)

 

Especially nice in the detailing of the ears. The eye sees more than is really there.

Posted

Um....I think I'd do something like this. :D I believe it would make the lines flow better for animation.

Gumbo_Wire.JPG

Posted
Those were the other things I wasn't going to get into. ;)

 

Get into it... get into it.... I need all the help I can get.

 

Ken, could you please explain, or break it down for me? Especially around the cheek.

 

Thanks.

Posted

To make it easier to rig, I think eight splines for each eye socket and twelve for the mouth would be the ideal. Any number could be rigged, but, those numbers would give you the easiest weighting. Very nice job so far, Dhar!

Posted
The eye sees more than is really there.

 

I guess you're referring to the large eyes - I did that on purpose that way emotions are clearly expressed in the animation :)

Posted
To make it easier to rig, I think eight splines for each eye socket and twelve for the mouth would be the ideal. Any number could be rigged, but, those numbers would give you the easiest weighting. Very nice job so far, Dhar!

 

Good rule of thumb to go by. Thanks David.

Posted

He's looking great Dhar! I also noticed what looked like creasing under the nose by that 5 point patch, but I might be wrong.

Posted
Ken, could you please explain, or break it down for me? Especially around the cheek.

 

Well, the yellow lines are joining up splines and the red ones are deleted sections of splines. It's hard to explain without pointing. :D

Posted

This is turning out to be a teriffic thread for anyone starting to model a character.

 

Mark please keep posting your advice to model for better animation. It seems there is lots of stuff for a smooth model, but not so much for smooth animation.

 

Ken, could you explain the "x" above the eyebrow? Maybe a rough before and after pic?

 

Dhar, keep it coming :)

Posted
How about a front and side shot? That will help us see what else we can help you with.

 

That'd be great Mark. Thanks.

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Posted

Great work Dhar. I'm astounded that this is your first model. I guess I've looked at your post work and imagined that you had modeled the characters in those.

 

I had lots of suggestions for your splines on the first post but, LOL, by the time I got to the end of this thread that was taken care of!

 

For the last month and a half I've been doing nothing except working on adapting the Squetch rig. My unending questions have almost created a Squetch FAQ all by themselves.

 

Cheers,

Rusty

Posted

Thanks Rusty, and believe you me, once this model is done I'll be picking your brain too about the squetch rig :D

Posted
That looks great! Though shouldn't he have no expression at the moment? He looks like he's smiling.

 

When you're, you're right Mat.

 

Here's he is less smiley. I also made the head bigger to give the design more balance.

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Posted

WOW ! well I don't post too much anymore, cause its usually just jibber jabber from me, but in this case I'll risk it. First off, I must say, that is a great looking character there Dhar, alot of personality going. BUT mainly this is a very tutorial-ish thread I'm just getting back to some modeling myself and this thread has put me into the correct mind- state for the task....... Thanks Fellas

Posted

Thanks guys. I really appreciate your encouragement.

 

After following the recommendations, I tweaked the face some more, softened up the "bugaboo" eyes.

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Posted

Done the body - got rid of the smile (most of it anyway). Getting ready to attach the head to the body.

 

Your critiques/corrections please.

 

Edit: Head attached to body :D

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Posted

Dhar

 

I was going point out a nasty CP on the characters face but it looks like everyone beat me :rolleyes:

 

Nice face there, although I wonder that that body it a tad too long?

 

Coming along nicely, I'll bet your learning alot. I did with my first real model ;)

Posted

Weird impression I got from looking at that last image - a man's head on a child's body?? I do agree with Gazz though that the first one was a bit too long. Really nice progress.

Posted

Really great observations guys. Thanks :)

 

Toned down the "child" body by accentuating the chest area, enlarged the hands and put a tad more definition to the shoulders and forearms.

 

Where else do you think I can tweak to make him look 20-something?

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Posted

The arms, shoulders, chest and legs from about mid thigh down look great, but the midsection still looks like it needs attention. The shoulders and chest look like they are morphing into what you need, but the morph has stopped just above the sternum. Maybe a few strokes of definition around the mid section, a little less uniform roundness. This is going very well indeed.

Posted

It does seem a little strangs that the upper torso has alot of detail (including the arms), and the rest down has no difinition. I would go on way or the other with this I think. I like the over all shape though. And I love the hands an arms.

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